fodev.net
FOnline Development => 3D Development => Topic started by: Slowhand on August 27, 2016, 01:30:27 am
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Note:
Correct camera angle so far is:
X: 64.46
Y: 0
Z: -29.856
Note: On the images the rotation of the armature is shown, which is the parent of the camera, and the X rotation is shifted with 90 degrees, so 90 - 25.54 = 64.46 is the right camera angle.
Here are the blend and image files if anyone interested in trying to get even better precision:
@GitHub (https://github.com/SlowhandFastfeet/Fallout3DModels)
I started recreating Fallout animations in Blender. So far:
Camera angle on a locker:
X: -27 (+90)
Y: 0
Z: -30
(Sun) Light angle on locker:
X: 7.5
Y: 0.4
Z: -54.7
On aybed2.frm the correct X seems to be -26.25. (+90)
Somehow I felt the 30, 0, 30 wasn't quite exact, so I did some research, still have to over check with other objects that have orthogonal edges.
As I experienced the X: -27 is more correct than the -30 advised on the wiki.
(https://s10.postimg.org/soq2xdcex/camera_angle.png)
I set up the camera, the center of the (wire frame) locker object and the image of the locker on a bone that is locked on the center of the locker object (which is also the center of the coordinate system) and when it is rotated the camera will always project on the center of the locker object.
(https://s14.postimg.org/6ujudn3oh/how_to_set_camera_angle_on_image.png)
Ligth angle on locker, best I could find was:
(https://s15.postimg.org/8q40f6ft7/light_angle.png)
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1. Do not try to set up camera using small graphics like this locker, use tile grid.
2. There's p. good camera and simple lamp setup somewhere on this forum.
3. Shadows' angles aren't consistent trough the Fallout's scenery objects, if you want to animate critters use critter to find an angle. Shadows of small objects like this locker are hand drawn, not rendered.
4. Usually you need multiple lamps for the correct lighting (like top and front lamp). You can skip the shadow lamp when you are making small objects.
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I tried again with walls, so far the best accuracy I got:
X: -25.54
Y: 0
Z: -29.856
Notes: It's not perfect, but at the level of detail one gets at animations or frames, no difference will be visible at angles at all.
(https://s22.postimg.org/x5hnlmxm9/camera_angle_refined.png)
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I spend some time wondering how on Earth your camera isn't upside down with this x value, now I see you haven't seet up camera angle, but attached camera with x=90 to the armature and then rotated everything. Your camera's X isn't -25.54, it's about 64 degrees, which is in the range of correct angles. Also this was done before, there's no need to waste time on it. One I'm using is 64.5, 0, -29.765.
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Yes, indeed, the angle is the armature rotation, the correct X angle for camera is: 64.46, totally forgot about that, thx.
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trimetric fun
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Progress so far.. still need to figure out how to make those pixelated textures.
(https://s17.postimg.org/gswq3sc2n/preview_so_far.png)
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still need to figure out how to make those pixelated textures.
Convert it to the Fallout palette with Floyd-Steinberg dithering.
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Convert it to the Fallout palette with Floyd-Steinberg dithering.
Okay, ty, I'll figure out how to do that and will post the results.
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poor converted meshes from van buren, quick render with 2 different camera settings and the dithering.
(http://www2.pic-upload.de/img/31588066/trimetricfun.png) (http://www.pic-upload.de/view-31588066/trimetricfun.png.html) (http://www2.pic-upload.de/img/31588147/trimetricfun2.png) (http://www.pic-upload.de/view-31588147/trimetricfun2.png.html)
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poor converted meshes from van buren, quick render with 2 different camera settings and the dithering.
(http://www2.pic-upload.de/img/31588066/trimetricfun.png) (http://www.pic-upload.de/view-31588066/trimetricfun.png.html) (http://www2.pic-upload.de/img/31588147/trimetricfun2.png) (http://www.pic-upload.de/view-31588147/trimetricfun2.png.html)
(https://s12.postimg.org/dt0q5a73h/trimetric_fun.png)
Hm, yeah, that was converted really poorly :)
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still looks sexy :3 van buren would have been cool i believe.
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Van Buren would of been alright
Also may I ask why you're doing this slowhand?
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Van Buren would of been alright
Also may I ask why you're doing this Slowhand?
1. Because before I create new ones, I might compare the results on existing ones to experience the process.
2. I do not see much fantasy in creating models or animated assets in 2D, that's why 3D. Blender is free to use, hence the weapon of choice :)
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but the question is for what u need a new locker ? mastering 3d modeling just to render it down is painfull.
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but the question is for what u need a new locker ? mastering 3d modeling just to render it down is painfull.
Hell it is...
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I found some nicely made tiger somewhere, I thinks it's rotators, bc included in the Reloaded SDK as well as X file, with texture. Made a sample of it, still got trouble with anti aliasing, looks like I will have to write a python script for it, to do the shadows right. Without anti aliasing, the quality is shit (probably will be same when transformed into .frm with palette) but no need to repaint shadows.
I was pointed to the TLA sdk for more stuff :)
(https://s14.postimg.org/4um5klpip/tiger.png)
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I believe those were Van Buren's files.
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I believe those were Van Buren's files.
Can you point me toward more? Where do I find those?
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Can you point me toward more? Where do I find those?
in sdk repo
r.606
https://xp-dev.com/svn/fonline_sdk/Modules/TLA/Resources/VanBuren/art/critters
or
r.412
https://xp-dev.com/svn/fonline_sdk/Client/data/art/critters/
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Ty, I found some nice looking models with textures. After converting them to blender, here are some shots.
(https://s12.postimg.org/ahfxjqvvx/human_female_shots2.png)
Does anyone know anything about these models/textures? Did this community make them? Or Interplay iteself?
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That looks nice not sure but I think the model is from Van Buren.
Anyway you have asked how to make the render pixelated. When you use an image as texture in blender, that texture has an Image Sampling where you can set some things. There is a filter settings which by default is Box with filter size 1.00 this blurs the texture a bit.
You can set the filter site to 0.10 that will make your render look more pixelated.
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Okay, I will check that, but as I see it, the problem no longer persists, as when the image is very small, to fit fallout size and no AA is used, it gets pixelated by itself. The new problem I had was with the fallout palette, which I tried to set up blender to show in fallout palette colors the render image, but I couldn't. I reached some workaround, but it's not that good, also, I think I will abandon this part.
As for the FOnline engine concerns, the creators shall enhance the engine to support non .frm animations for character animations. As far as I know, it doesn't, the fofrm format exists, but not used at characters.
About the Fallout engine, the point of this was to create more assets for FOnline but I won't do the color palette/dithering in Blender. Probably do that in an external program..
So with this detour of achieving nothing, I'm back on track with animations :)
P.S.: Yes, the character model, texture is from Van Burden, I couldn't extract the animations.
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As for the FOnline engine concerns, the creators shall enhance the engine to support non .frm animations for character animations. As far as I know, it doesn't, the fofrm format exists, but not used at characters.
You can use also .spr or .art or .fofrm for animations
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.fofrm for character animations? You sure about that?
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.fofrm for character animations? You sure about that?
Why not?
At least for animation type !=0 crittertypes.cfg
string@ critter_animation( int animType, uint crType, uint anim1, uint anim2, uint& pass, uint& flags, int& ox, int& oy )
{
return "path/file.fofrm";
}
will change critter to fofrm.
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Ah, that damn function... totally forgot about it :P
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Okay, I will check that, but as I see it, the problem no longer persists, as when the image is very small, to fit fallout size and no AA is used, it gets pixelated by itself. The new problem I had was with the fallout palette, which I tried to set up blender to show in fallout palette colors the render image, but I couldn't. I reached some workaround, but it's not that good, also, I think I will abandon this part.
As for the FOnline engine concerns, the creators shall enhance the engine to support non .frm animations for character animations. As far as I know, it doesn't, the fofrm format exists, but not used at characters.
About the Fallout engine, the point of this was to create more assets for FOnline but I won't do the color palette/dithering in Blender. Probably do that in an external program..
So with this detour of achieving nothing, I'm back on track with animations :)
P.S.: Yes, the character model, texture is from Van Burden, I couldn't extract the animations.
Setting up render in Fallout palette in Blender is impossible, something can be done by Compositing, but it takes more time and effort than writing simple action in Gimp. Do not apply dithering to small graphics like critters.
Fast and simple way to render Fallout critters in Cycles:
Rigged and animated character (I used model from blendswap, with simple steel material)
Blue plane as background and shadowcather
Lamp: sun, size 0, bounces 0,
World: dark gray, no ambient occlusion
Render: resolution of final frame (mine was 42, 72 pix)
animation saved as PNG (you can use BMP's or any image format you like)
Light Patchs: Bounces= 0
Film: Gausian, width=0.01
Render, convert palette without dithering in Gimp, done.
(https://i.imgur.com/3jEQY7O.gif)
Lamp angle is incorrect and everything is only a quick test.
This dude is big, if you are rendering smaller characters with thin arms and legs you need to hand-paint some pixels, because there's almost no chance that everything it's going to render properly.
PNG without background in Blender Render, it's even less complicated than Cycles version:
(https://i.imgur.com/HqKJFRv.gif)
Plane with "shadows only" option and transparent background- Shading:Alpha=transparent. No Aniti aliasing. I have shadow-casting sun lamp and hemi lamp for some softer lighting, sky is switched off.